USD has the concept of material "purposes" which allows different
materials to be associated for a prim and gives special meaning to them.
These are somewhat similar to display purposes, which we already allow
to be chosen, but are distinct concepts. This PR adds an option for
Import allowing the user to chose which material purpose to load.
Blender currently attempts to load purposes automatically. It starts
with "allPurpose" and then moves to "preview" and "full" in that order.
This behavior is now changed and the automated search is removed to
instead give the user control which purpose to load. Additionally, USD
already has its own fallback behavior during material resolution[1]:
- When given "full" it will first check "full" and fallback to
"allPurpose" if not found. An additional, Blender-specific fallback
to "preview" is also implemented here upon request.
- When given "preview" it will first check "preview" and fallback to
"allPurpose" if not found
- When given "allPurpose", it will only check "allPurpose"
I have opt'd to keep this behavior directly as-is to not introduce
differences that may surprise those already familiar with USD elsewhere.
Additionally, I've set Blender's default import purpose to "full" to
ensure we're loading in the highest quality assets first. Though this
has the obvious risk that "full" assets tend to be quite heavy. We can
change to "preview" if this proves too problematic later.
This does not change how Blender exports materials. Blender always uses
the "allPurpose" binding when writing its USD files.
--------
[1] USD docs:
https://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#detailshttps://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#UsdShadeMaterialBindingAPI_MaterialResolution
Pull Request: https://projects.blender.org/blender/blender/pulls/128206
Export Blender Point Clouds as `UsdGeomPoints` primitives.
Summary
- Adds the `USDPointsWriter` class
- Adds tests to ensure that animated positions, velocities, radii, and
regular attributes are all written correctly (in a sparse format)
- Adds a new `export_points` operator property, mirroring the existing
`import_points` option
Pull Request: https://projects.blender.org/blender/blender/pulls/126389
These libraries are used for grease pencil import/export. If both of
them are disabled the SVG import operator is still built but needs a
function that was hidden.
Pull Request: https://projects.blender.org/blender/blender/pulls/126555
`paths_from_operator_properties` can return paths for both the explicit
operator `filepath` property as well as the `directory` content.
16129d6a attempted to fix this, but fails because one instance of a path
can be absolute and the other negative.
This patch makes sure to only compare absolute paths. Comparison uses
a separate list so that the final output can still mix absolute and
relative paths, but should only include each path once.
Pull Request: https://projects.blender.org/blender/blender/pulls/125608
Access each parameter by name instead of depending on ordering.
Also reorder the parameters to better indicate their groupings, making
things a bit easier to see at a glance what is possible to be set.
Pull Request: https://projects.blender.org/blender/blender/pulls/125620
This patch uses the USD AssetResolver to deal with texture paths.
Functionally, adding this patch should make no functional differences in
the way textures are written.
If textures are specified as assets instead of file paths, at current
the file will error on load and the textures will not be assigned. These
should now be processed correctly.
See PR for example file and testing scenarios.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Jesse Yurkovich <jesse.y@gmail.com>
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/122747
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
Use the correct property names in the up and forward axis update
callbacks. Otherwise they don't work as intended and the following will
be traced to the console:
```
RNA_enum_get: WM_OT_usd_export.forward_axis not found.
RNA_enum_get: WM_OT_usd_export.up_axis not found.
```
Pull Request: https://projects.blender.org/blender/blender/pulls/124112
Added a new custom_properties_namespace USD export option, to
allow replacing or omitting the current default "userProperties"
namespace prefix.
Note that this option does not apply to names that already have a prefix
(e.g., it would apply to name "bar" but not "foo:bar"). It also does not apply
to the internal Blender "object_name" and "data_name" properties which
always have the prefix "userProperties:blender".
Also added logic to handle ":" namespace delimiters in property names.
Pull Request: https://projects.blender.org/blender/blender/pulls/124067
Primarily the `evaluation_mode` enum prop was incorrectly grouped with
the previous `xform_op_mode` enum causing them to combine in the UI.
Additionally, group the `allow_unicode` option under the Blender Data
sub layout as was intended but got lost in a merge.
Pull Request: https://projects.blender.org/blender/blender/pulls/123513
This was previously attempted in #109518 and reverted in #112234. Now do
both the changes in the mesh and material export, and make it an option
in USD export. Hydra always renamed to "st" and continues to do it.
Fix#122800: Missing textures with MaterialX materials
Pull Request: https://projects.blender.org/blender/blender/pulls/123326
Instead of using "box" layouts for these import/export operators, use
panels instead. Many choices for the layout and organization has come
from the `universal-scene-description` branch though it's not a 1:1
equivalent.
Motivation for using panels is two fold.
Firstly the use of panels instead of boxes is more consistent with other
parts of Blender and with the other IO features.
Secondly, in the case of an Import invoked from drag-n-drop or Export
configured on a Collection, the large number of options exposed results
in a very long layout. Panels allow us to close some sections by default
and allows the user to open/close panels based on their own needs in
general.
Along the way some effort went into standardizing the layout and wording
used as much as possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/122415
Allows to import multiple alembic files in single operator call.
When importing multiple alembic files as background job, import progress
will be divided by all files, so if `5` files are imported, each file
will make progress of `20%`. This can be improved if the job text can be
customized to display for example `Import Alembic 1/5` and using 100%
progress status display for each file, but that is out of the scope of
this pr.
The Scene min and max frame are set based on the minimum/maximum frame
ranges detected from all files.
Pull Request: https://projects.blender.org/blender/blender/pulls/121492
This change adds the ability to export MaterialX networks into the resulting
USD layer.
Details:
A new export option has been added to the USD export to enable MaterialX
export. It is off by default currently due to reasons in the caveats
section.
When enabled, it exports the MaterialX shading network alongside the
UsdPreviewSurface network, on the same USD Material. This allows the same
material to be used by renderers that don't support MaterialX, using the
USDPreviewSurface as a fallback. This is similar to setups in other DCC
packages, and matches the format we've used in our Reality Composer Pro
asset library.
It uses the existing MaterialX framework used to generate MaterialX
documents for rendering, to act as the basis for the USD graph. In this
process it also re-uses the existing texture export code as well if provided
and necessary.
Once the MaterialX document is created, use usdMtlx to generate a USD
shading network. Unfortunately, usdMtlx generates a graph that is unlike
what other DCCs that support MaterialX-embedded-in-USD generates. It
generates several extra prim hierarchies, and externalizes all shader
inputs, making them difficult to edit in other MaterialX graph editors.
To workaround this, generate the MaterialX shading network onto a
temporary stage, where we then run various pre-processing steps to prevent
prim collisions and to reflow the paths once they're converted.
The PrimSpecs are then copied over to their new path. The resulting prim
hierarchy matches what many artists we've worked with prefer to work with.
Caveats:
The Export MaterialX check is off by default. When using the Principled
BSDF, the resulting graph is very usable. However, when using some of the
other BSDFs, the shading networks generated by the existing MaterialX
framework in Blender generate some shading graphs that are difficult for
usdview and other DCC's to understand. The graph is still correct, but
because we're trying to prioritize compatibility, the default is off.
In future PRs we can aim to make the graphs for those other BSDFs play
better with other DCCs.
Other Implementation Details:
As part of this commit we've also done the following:
* Place some of the materialx graphs inside a passthrough nodegraph to
avoid node conflicts.
* Better handle some shader output types , and better handle some
conflict cases.
* Moved the ExportTextureFunction to materials.h due to some difficult
to resolve header ordering issues. This has no effect on any runtime code.
* There is a test for the MaterialX export that does some basic checking to
make sure we get an export out the other end that matches our expectations
Authored by Apple: Dhruv Govil
This PR is based on an earlier implementation by Brecht van Lommel , as well
as Brian Savery and his teams' work at AMD to implement the general
MaterialX framework within Blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/122575
Make use of USD's new UTF-8 support to allow our import/export code to
accept and generate appropriate USD files. This has been a long standing
shortcoming since USD's introduction, with incomplete and complicated
DCC-specific workarounds often attempted.
Summary of changes
- Export gets a new "Allow Unicode" option defaulting to "false". The
new Unicode USD files are not backward compatible. DCCs using older
versions of USD (before 24.03) will not be able to load such files so
we want to provide this as an opt-in option for now.
- Every location which used to call either `USDHierarchyIterator::make_valid_name`
or `pxr::TfMakeValidIdentifier` will now go through a new `make_safe_name`
API instead
- Export code is responsible for passing in the `allow_unicode` option
- Import code will always pass in `true` meaning Blender will happily
accept both existing and new Unicode USD files
Strangely, USD does not provide a convenient way of making valid UTF-8
identifiers and they left their old API unchanged. We had to roll our
own per their advice: https://forum.aousd.org/t/how-to-make-a-unicode-identifier-valid/1435
Pull Request: https://projects.blender.org/blender/blender/pulls/122471
Reduce dependence on Blender headers as much as possible and move closer
to an include-what-you-use setup.
- Removes unnecessary includes
- Replaces some includes with more appropriate, narrower, substitutes
Pull Request: https://projects.blender.org/blender/blender/pulls/122619
This allows for exporting multiple versions of an asset's textures
without having to manually save or do manual edits from within the UI.
This is beneficial for game creators who might want to store the
original textures at full resolution, but then bake down at export time
for multiple different targets quality levels. It can also be good for
compressing textures for VR usage.
This only affects USDZ exports.
Default option: Keep textures at the same resolution. Choosing a
resolution will downsample any images that exceed that maximum
resolution while leaving the others.
A custom setting is provided to allow the user to manually enter their
desired size if the provided options aren't suitable.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121237
This commit adds logic to convert between USD dome lights and Blender
world materials.
The USD dome light rotation is represented in a mapping node input to the
environment texture. If the dome light has a color specified in addition to
the texture map, the color will be converted to a vector multiply on the
the environment texture output.
I the imported USD has multiple dome lights, only the first dome light will
be converted to a world material.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121800
This allows for the source of truth data in the Blender scene to remain
untouched while producing triangulated output suitable for game and VR
pipelines, where only triangles are ingested. This addition aligns USD
with some of the other exporters which offer a similar feature.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121274
Prims in a UsdStage can be created directly (def) or as an over. Overs
might not always be desired at import time. This patch adds the ability
to choose whether to load only defined prims (the default behaviour, and
as it exists currently in main). By unchecking this option at import
time, prims created as overs will also be imported.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121321
Added option for filtering types of objects to export. Meshes,
materials, lights, cameras, volumes, and curves are all equally
supported.
This is useful for many situations in which a user might want a
subset of objects from a Collection without wanting to build a
sub-collection or otherwise reorganize their scene. Exporting
Armatures and their animation as UsdSkel objects and UsdSkelAnim
clips, but without meshes, is a good example.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121325
Different pipelines standardize on different XForm op setups (T-R-S,
T-orient quat-S, Matrix). Having this options means that this standard
can be chosen at export time instead of having to patch on load.
Speaking from experience, this is a very helpful option.
Co-authored-by: kiki <charles@skeletalstudios.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121627
Instead of using "box" layouts for these import/export operators, use
panels instead.
Motivation for doing so is two fold.
Firstly the use of panels instead of boxes is more consistent with other
parts of Blender and with other IO addons implemented in Python (FBX,
glTF, 3ds, etc.)
Secondly, in the case of an Import invoked from drag-n-drop or Export
configured on a Collection, the large number of options often exposed
results in very long layouts. Panels allow us to close some sections by
default and allows the user to open/close panels based on their own
needs in general.
Along the way some effort went into standardizing the layout and wording
used as much as possible.
USD is a bigger change and requires some additional coordination. It
will be submitted and reviewed separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/121557
This patch allows the user to choose the Stage Up Axis at export time,
allowing the export to match another target software package. The most
common is reorienting to Y up. The up axis is written to stage metadata
and a top-level orientation is applied to reorient objects in the Stage.
The new orientation is required because the Stage metadata `upAxis` is,
apparently, not used during certain USD composition arcs. The
recomendation is to only use a single `upAxis` throughout the pipeline
and this option here allows files produced by Blender to more easily
conform to the conventions used as needed.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121226
When moving importers from Python to C++ validation was removed
(from PLY) & disabled by default (STL & OBJ) which re-introduces
crashes reported by users such as #31835.
Enable validation by default because crashes caused by imported data
should be avoided, especially since the crashes may happen later when
users enter edit-mode or run certain editing operations.
This does slow down importing, from testing a 236MB .OBJ it takes around
twice as long to import (~1.5 to ~3 seconds). Although validation can
be optimized to reduce the overhead ad well as run in parallel for
importers that load multiple objects.
The defaults for USD and Alembic remain unchanged since this was never
enabled by default, although we could consider enabling these as well.
Make the recently added option descriptions a bit more consistent with
each other.
Small layout change to not have so much spacing between the 2 related
export options and move them under the existing options.
Pull Request: https://projects.blender.org/blender/blender/pulls/121198
Added mesh validation on import as an option.
If bad mesh data is imported, there may be a crash on a switch to edit
mode or similar. This adds an option to validate if a user determines
the file is corrupted, allowing the possibility for data recovery.
This is especially useful for importing files exported from certain CAD
applications.
The option here matches the option that OBJ and Alembic both provide.
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121054
Adding support for converting between Blender custom properties and
USD user-defined custom attributes. Custom attributes on Xforms, many
data types, and materials are all supported for round-tripping.
Please see the USD attributes documentation for more information on
custom attributes.
Properties are exported with a userProperties: namespace for simple
filtering in external apps. This namespace is stripped on import,
but other namespace are allowed to persist.
An "Import Attributes" parameter has been added with options "None" (do
not import attributes), "User" (import attributes in the 'userProperties'
namespace only), "All custom" (import all USD custom attributes, the
default).
An "Export Custom Properties" export option has been added.
The property conversion code handles float, double, string and bool
types, as well as tuples of size 2, 3 and 4. Note that USD quaternions
and arrays of arbitrary length are not yet supported.
There is currently no attempt to set the Blender property subtype based
on the USD type "role" (e.g., specifying Color or XYZ vector subtypes).
This can be addressed in future work.
In addition to exporting custom properties, the original Blender object
and data names are now saved as USD custom string attributes
"userProperties:blender:object_name" and "userProperties:blender:data_name",
respectively, on the corresponding USD prims. This feature is enabled
with the "Author Blender Name" export option.
If a Blender custom string property is named "displayName", it's handled
in a special way on export in that its value is used to set the USD
prim's "displayName" metadata.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/118938
Enables the STL and PLY formats for Collection export.
Changes
- Set the export operator on the File handlers
- Plumb through the `collection` property and make use of it while
building the depsgraph
- Skip drawing the "Selection only" and "Batch" mode options when used
with collections
Pull Request: https://projects.blender.org/blender/blender/pulls/120944
- "Log Encoding with Chroma inset and rotation": add "of primaries" in
the description of the AgX Log color space to better explain the
operation, based on wording in !106355.
- Remove a few double spaces.
- Make Line Art title case everywhere, to convey it's the system /
brand / product name and not the generic concept.
- "Copy Absolute coordinates or Normal vector" -> "of Normal Vector":
typo.
- "Makes a link between selected output in input sockets" ->
"Make...", "output and input": typo.
- "Purge Unused Data From This File" -> "from this": title case as per
HIGs.
- GPencil -> Grease Pencil: no reason to use an abbreviation here.
- "Around Current Frame" -> "Around Frame": actual name of the
onion-skinning method.
- "... (layer height for layer tool, i.e.)" -> "(i.e. the layer height
for the layer tool)": put "i.e." at the start of the sentence.
- Expand description of toe-in stereo camera option.
- "Children collections their parent-collection-specific settings" ->
"Children collections with their...": typo.
- "Generate vertex weights base on..." -> "based on" : typo, lower
case.
- Expand description of GP modifier properties, based on their mesh
counterparts.
- "AEnvelope" -> "Envelope": typo.
- "Falloff type the feather" -> "of the feather": typo.
- "usually make transition as long as effect strip": rephrase.
- "When disabled a users extensions directory is created" -> "a
user's": typo.
- "successfull" -> "successful": typo.
- "Remove all attributes... a single wildcard (*).": remove trailing
".".
- "..., use "Save Preferences."": remove trailing ".".
Some issues reported by Marina Veselkova and Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/120649
Extract
- Statuses for the external text editor
- Newly created enum node item
- Newly created plane track data
- Newly created custom orientation data
- Operator names in drag and drop menu (need to use operator's
translation context)
- GN attribute statistic node inputs
Disambiguate
- Single-letter colors: A and B can mean Alpha and Blue, or simply A
and B as in two operands in an operation
- Dissolve: issue reported by Tamar Mebonia in #43295
- Translate in the User Preferences. This introduces a new
BLT_I18NCONTEXT_EDITOR_PREFERENCES ("Preferences") translation
context
- Planar (reported by deathblood)
This one is incomplete, because there is currently no way to
disambiguate presets or GN fields. I don't see how either could be
achieved cleanly.
The former would need to define the context inside the preset and
evaluate the file prior to showing it in the presets menu, which
sound bad.
The latter would need to introduce an additional string inside
`FieldInput`s, which would be controversial given how little it
would be used.
Remove
- Unused translation `iface_("%s")` in toolbar
- Remove obsolete N_() tags in a few node descriptions.
Pull Request: https://projects.blender.org/blender/blender/pulls/119065
When using Collection export skip drawing certain operator properties
which shouldn't apply for this style of export.
These suppressed properties were mentioned a few times while gathering
feedback for the feature and they are ignored internally when using
collection export anyhow.
This implements the ability to have file exporters added and configured on Collections.
Exporting is reachable from several locations:
- Individually on each exporter configuration: The `Export` button in each panel header
- For all exporters on the collection: The `Export All` button in the main panel interface
- For all exporters on all collections in the scene: The `File`->`Export All Collections` button
Visibility of which collections currently have exporters configured is done by ways of an icon added to the Collection row in the Outliner.
Adding multiple exporters for the same file type is permitted. The user is free to setup several exports of the same format but with different file locations or settings etc.
Notes:
Only USD and Wavefront OBJ are enabled for the initial commit. Additional formats, including those implemented in Python will be added as separate commits after this.
Ref #115690
Pull Request: https://projects.blender.org/blender/blender/pulls/116646
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
USD files are now findable from the cachefile.open() and
cachefile.layer_add() operators. Removed the ".abc" appending when
looking for a file for the first time, as it no longer makes sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/118685
Properly handle exceptions from STL and PLY code to prevent crashes on
invalid file paths.
This will now also Report errors/warnings to the callers of these
formats as well. For the UI this means a Report banner and Info editor
entry. For Python scripts this means an exception instead of silently
continuing.
Related to #117881
Pull Request: https://projects.blender.org/blender/blender/pulls/118731